Virtual Methods
Virtual Methods
Virtual Methods
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Notes<br />
Doing Anthropology in Cyberspace • 155<br />
1. The research was conducted from 1998 to 2000 during my master’s degree in<br />
Social Anthropology at PPGAS/UFSC, Florianópolis, Brazil. Its outcomes<br />
are in my MA dissertation ‘Living at the Palace: The Ethnography of a Social<br />
Environment in Cyberspace’ (Guimarães 2000a) as well as in some papers<br />
(Guimarães 1999, 2000b). The project was funded by CNPq.<br />
2. ‘Multimedia sociability platform’ is used here to refer to software for communication<br />
in cyberspace that employs not only text-based resources but also<br />
audio, video, graphics and avatars. The distinction between environments and<br />
platforms is discussed later.<br />
3. On the user side, The Palace requires the download of a client program that<br />
connects to the servers. At the time of the fieldwork a plug-in for web<br />
browsers was being developed, although this did not get much attention from<br />
the users and never achieved widespread use.<br />
4. The software recognizes four categories of users: Guests, who can only chat<br />
but cannot change the appearance of their avatars or even choose their nicknames,<br />
Members, who can change their avatars, Gods, the server’s managers,<br />
who can configure the rooms as well as moderate the interaction in the environment<br />
through disciplinary measures and Wizards whose role is to control<br />
the behaviour in the servers and have almost as many powers as the Gods.<br />
5. It was found that users not only employ the resources provided by the platforms<br />
in order to collectively elaborate their culture but also transform and<br />
resignify those resources in ways often unforeseen by the applications’ developers.<br />
These boundary negotiation processes between users and developers<br />
and the implications for online embodiment and personhood are the subject<br />
of the project ‘Avatars: Technologies of Embodiment in Cyberspace’<br />
(Guimarães 2002, 2003).<br />
6. The Journal of Computer Mediated Communication (http://www.ascusc.org/<br />
jcmc/index.html, accessed 16 February 2004), for instance, has a specific issue<br />
about online performance (vol. 2, issue 4 1997). See also Danet (2001) for a very<br />
comprehensive analysis of performative use of text in online communication.<br />
7. Despite the fact that a philosophically informed discussion about the ‘reality’<br />
of online experience is fascinating, it by far exceeds the limits of this chapter.<br />
8. This move is also made by other scholars such as Jones (1995), Watson<br />
(1997), Wellman and Gulia (1999), among others.<br />
9. In this chapter it is not possible to review this discussion in detail.<br />
10. The theoretical development of this argument follows the references of<br />
Brazilian Urban Anthropology, which has a relatively long tradition of anthropological<br />
reflection in complex societies. Unfortunately, it is not possible to<br />
develop this discussion here.